Interaction · Religious actions
Demand Conversion
Demand that the recipient converts to your Faith (From … to …)
What you need
You
To send it
- The character you target:
- Does not have a Strong Hook on you
- Does not have the Trait: Monk
- Does not have the Trait: Military Order Member
- Is not imprisoned by you
- Is not at war with you
- You:
If
- Government is Adventurer
- The character you target: Is a courtier of you
Then
- Adventurers require the Portable Shrine upgrade for the Baggage Train to convert Followers
- You cannot demand conversions as a Zealous follower of the Way of the Nomad
If
- The character you target:
- Has “cannot be converted by value” (a variable the game's script sets)
- Cannot be converted by value is scope:puppet or actor
Then
- You have promised to not convert … until …
- The character you target:
- … cannot take overt hostile actions against … Diarch
- The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith
To see it in the menu
- If played by the AI: Is an Adult
- Your faith is not the same as that of recipient
The character you target
- Is played by a person
- Is a vassal (or below) of you
Demand Conversion is a religious character interaction in Crusader Kings III. You need: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. Accepted automatically in some cases. Patch 1.20.1.2, from game/common/character_interactions/00_religious_interactions.txt.
Quick answers (1)
- What are the requirements for Demand Conversion in CK3?
- You: The holder of a Clerical Region cannot convert to your Faith unless its Capital already follows your Faith. (patch 1.20.1.2)
Will they accept?
Accepted automatically when:
- They use their Hook on …
What happens
If they accept
If
- You: Confession penalty var is scope:recipient
Then
- You: Loses “Confession Penalty”
- You › If government uses the Mandala Capital Temple Complex Great Project and Great Building:
- If has the Reverence Decree Law:
add_piety = { add = medium_piety_gain multiply = 1.5 }
- Otherwise: Gain +100 Piety
- If has the Reverence Decree Law:
- Every in list:
If
- No
- Their faith is the same as that of recipient
Then
If
a check the game hides
Then
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
Otherwise
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
If
- No secret:
NOT = { scope:old_faith = faith }
Then
add_secret = { type = secret_crypto_religionist }
- Every in list:
If
prev != this
Then
- The crypto religionist secret:
reveal_to_without_events_effect = { CHARACTER = prev }
Otherwise
If
a check the game hides
Then
convert_to_rite_with_consequences_effect = { RITE = scope:conversion_rite }
Otherwise
convert_to_rite_with_consequences_effect = { RITE = scope:puppet_or_actor.rite }
- The character you target:
If
- Has the Trait: Bastard
- Your rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate
- If any parent › Any parent:
- Is of the same dynasty as the target
- Their rite: The rite has There is no such thing as a Bastard. All children are equally Legitimate
Then
If
- The character you target:
One of these
is_important_struggle_character = { }or
is_vip_struggle_character = { }
- You › Any character struggle:
involvement = involvedactivate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
Then
- You › Every character struggle:
- Where:
activate_struggle_catalyst_secondary_character_involvement_involved_trigger = { CATALYST = catalyst_demanding_important_conversion CHAR = scope:recipient }
involvement = involvedactivate_struggle_catalyst = { catalyst = catalyst_demanding_important_conversion character = scope:puppet_or_actor }
- Where:
- The character you target:
- Every in list:
If
- Their faith is the same as that of recipient
None of these
- Any secret › Any secret knower: Is you
Then
- … may continue to practice … in secret
- The character you target: Event false_conversion.0900
- Event char_interaction.0190
- … (more in the script below)
When it is accepted automatically
- The character you target: Event religious_interaction.2021
If they refuse
If
One of these
- Holds Ministry of Rites
or
Your rite:If
- The character you target:
- Their top liege: Government allows: state faith
rite = scope:recipient.top_liege.primary_title.state_rite
Then
- Never
- The character you target:
One of these
rite_religion_tag = christianity_religionor
rite_religion_tag = islam_religionor
rite_religion_tag = judaism_religionor
rite_religion_tag = zoroastrianism_religion
NOT = { rite_hostility_level = { target = scope:recipient.rite value <= faith_astray_level } }
Then
- Opinion: Resisted Conversion for 15 years
Otherwise
- Opinion: Resisted Conversion for 15 years
- Event char_interaction.0191
If
- Your top liege: Government allows: state faith
- The character you target:
- Their top liege: Government allows: state faith
rite = top_liege.primary_title.state_rite
Then
- The character you target: Gain +100 Piety
Options when sending
- Use a Hook
Events it fires: false_conversion.0900, char_interaction.0190, char_interaction.0191, religious_interaction.2021
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (15 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
is_adult = yes
}
is_shown = scope:puppet_or_actor ?= {
NOT = {
faith = scope:recipient.faith
}
}
scope:recipient = {
is_ai = no
target_is_liege_or_above = scope:puppet_or_actor
}As written in game/common/character_interactions/00_religious_interactions.txt.
Can be sent when (is_valid…) (1 line of game script)
valid_demand_conversion_conditions_trigger = yes
As written in game/common/character_interactions/00_religious_interactions.txt.
Effects (on_send, on_accept, on_decline) (53 lines of game script)
on_accept = demand_conversion_player_ruler_interaction_effect = yes
scope:puppet_or_actor = {
trigger_event = char_interaction.0190
}
accept_faith_conversion_add_clan_unity_effect = yes
state_faith_conversion_add_piety_effect = yes
scope:puppet_or_actor = {
if = {
limit = {
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = piety_from_converting_involved_rulers
is_secondary_character_involvement_involved_trigger = {
CHAR = scope:recipient
}
}
}
add_piety = medium_piety_gain
}
}
conversion_tenet_acts_of_the_apostles_effect = yes
conversion_tenet_mendicant_preachers_effect = yes
on_decline = scope:puppet_or_actor = {
if = {
limit = {
refusing_conversion_is_crime_trigger = {
CHARACTER = scope:recipient
}
}
add_opinion = {
target = scope:recipient
modifier = illegal_resisted_conversion_opinion
years = 15
}
}
else = {
add_opinion = {
target = scope:recipient
modifier = resisted_conversion_opinion
years = 15
}
}
trigger_event = char_interaction.0191
}
refuse_faith_conversion_add_clan_unity_effect = yes
state_faith_refuse_conversion_add_piety_effect = yes
on_auto_accept = scope:recipient = {
save_scope_value_as = {
name = forcibly_converted
value = yes
}
trigger_event = religious_interaction.2021
}As written in game/common/character_interactions/00_religious_interactions.txt.
- Category
- Religious actions
- Again on the same character
- after 15 years
- In the menu
- under More…
- ID
demand_conversion_player_ruler_interaction
Source: game/common/character_interactions/00_religious_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient. “…” marks words the game fills in at play time (a name, a title).